U.S. patent application number 14/839583 was filed with the patent office on 2016-06-09 for music video game with parallel fret operation.
The applicant listed for this patent is Nathan Coppard, Neil Wigfield. Invention is credited to Nathan Coppard, Neil Wigfield.
Application Number | 20160158655 14/839583 |
Document ID | / |
Family ID | 56093376 |
Filed Date | 2016-06-09 |
United States Patent
Application |
20160158655 |
Kind Code |
A1 |
Wigfield; Neil ; et
al. |
June 9, 2016 |
MUSIC VIDEO GAME WITH PARALLEL FRET OPERATION
Abstract
A music-based video game may make use of a guitar-shaped
controller including parallel rows of fret buttons. Instructive
cues for play of the video game may use directional elements to
differentiate between instructions to depress or play different
ones of the fret buttons
Inventors: |
Wigfield; Neil; (Warwick,
GB) ; Coppard; Nathan; (Leamington Spa, GB) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Wigfield; Neil
Coppard; Nathan |
Warwick
Leamington Spa |
|
GB
GB |
|
|
Family ID: |
56093376 |
Appl. No.: |
14/839583 |
Filed: |
August 28, 2015 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
62087597 |
Dec 4, 2014 |
|
|
|
Current U.S.
Class: |
463/7 |
Current CPC
Class: |
A63F 13/245 20140902;
A63F 13/54 20140902; A63F 13/42 20140902; A63F 13/814 20140902 |
International
Class: |
A63F 13/814 20060101
A63F013/814 |
Claims
1. A non-transitory computer readable medium including program
instructions to program a processor of a video game compute device,
the program instructions including program instructions to: command
display of notes on a display, the notes providing instructive cues
to a game player, the notes scrolling in a first plurality of
lanes, the notes including a first set of notes and a second set of
notes, the first set of notes having a first shape and the second
set of notes having a second shape different than the first shape,
the notes providing instructive cues to a game player for operation
of a second plurality of fret buttons of a guitar-shaped
controller, a number of the second plurality of fret buttons being
at least twice a number of the first plurality of lanes; determine
if user inputs from a game controller indicate game player
compliance with the instructive cues provided by the notes; and
increase a score associated with the game player if the user inputs
from the game controller indicate game player compliance with
instructive cues provided by the notes.
2. The computer readable medium of claim 1, wherein the number of
the second plurality of fret buttons is twice the number of the
first plurality of lanes.
3. The computer readable medium of claim 1, wherein the first shape
and the second shape are not symmetrical about a first axis.
4. The computer readable medium of claim 3, wherein the first shape
is a plectrum shape, with a point pointing upward, and wherein the
second shape is the plectrum shape, with a point pointing downward,
the second plurality of fret buttons are arranged in rows, and
notes with the first shape provide instructive cues to the game
player to operate fret buttons of a first row of fret buttons and
notes with the second shape provide instructive cues to the game
player to operate fret buttons of a second row of fret buttons.
5. The computer readable medium of claim 4, wherein the first set
of notes is primarily of a first color and the second set of notes
is primarily of a second color.
6. The computer readable medium of claim 5, wherein the notes
further include a third set of notes, the third set of notes having
a third shape different than the first shape and the second shape,
the third set of notes providing instructive cues to the game
player to operate fret buttons of the first row of fret buttons and
fret buttons of the second row of fret buttons.
7. The computer readable medium of claim 1, wherein the program
instructions further include program instructions to display
connecting lines linking display of notes of a first category.
8. The computer readable medium of claim 7, wherein the user inputs
from the game controller include a user input indicative of
actuation of a strum bar of the game controller, and at least some
of the notes of the first category provide an instructive cue for
operation of at least one fret button but do not provide an
instructive cue for operation of the strum bar.
9. The computer readable medium of claim 8, wherein notes of the
first category may be active or inactive, with display of the
connecting lines for active notes being different than display of
connecting lines for inactive notes.
10. The computer readable medium of claim 9, wherein the program
instructions include program instructions to change active notes of
the first category to inactive if the game player fails to comply
with an instructive cue while the notes of the first category are
active.
11. A video game system for a music-based video game, comprising: a
video game compute device comprising a processor programmed by
program instructions to provide for video game play of the
music-based video game; and a guitar-shaped controller having a
body with a neck extending longitudinally from the body, a strum
bar providing a strum bar input protruding from a face of the body,
and a plurality of fret buttons on the neck, the plurality of fret
buttons including a first set of fret buttons and a second set of
fret buttons, each fret button of the first set of fret buttons
opposing a corresponding fret button of the second set of fret
buttons across a plane including a line defined by a longitudinal
middle of the neck; with the program instructions including program
instructions to: command display on a display of notes moving in a
plurality of lanes, the notes providing instructive cues to a game
player as to operation of the plurality of fret buttons, the notes
including a first set of notes having a first shape and a second
set of notes having a second shape, the first set of notes
providing instructive cues to the game player to operate the first
set of fret buttons, the second set of notes providing instructive
cues to the game player to operate the second set of fret buttons,
with notes of the first set and notes of the second set each moving
in each of the plurality of lanes, each lane of the plurality of
lanes being associated with a different fret button of the first
set of fret buttons and a different fret button of the second set
of fret buttons, determine game player compliance with the
instructive cues based on inputs from the fret buttons of the
guitar-shaped controller and the strum bar input, and increase a
score associated with the game player if the game player has
complied with the instructive cues.
12. The video game system of claim 11, wherein the first set of
fret buttons and the second set of fret buttons each include a same
number of fret buttons.
13. The video game system of claim 12, wherein the number of fret
buttons in the first set of fret buttons and a number of lanes in
the plurality of lanes is the same number.
14. The video game system of claim 13, wherein the first set of
fret buttons consists of three fret buttons, the second set of fret
buttons consists of three fret buttons, and the plurality of lanes
consists of three lanes.
15. The video game system of claim 11, wherein the first set of
fret buttons are arranged in a first row, the second set of fret
buttons are arranged in a second row, and the first shape provides
a first visual indicator pointing in a first direction, and the
second shape provides a second visual indicator pointing in a
second direction.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit of the filing date of
U.S. Provisional Patent Application No. 62/087,597, filed on Dec.
4, 2014, the disclosure of which is incorporated by reference
herein.
BACKGROUND OF THE INVENTION
[0002] The present invention relates generally to music-based video
games, and more particularly to music-based video games with a
guitar-shaped controller.
[0003] Video games provide fun and enjoyment for many. Video games
allow game players to participate in a variety of simulated
activities. Video games allow game players to perform roles and
experience activities that the game players may not be able or
desire to experience directly, whether due to cost, danger, or
equipment concerns, or simply due to a role or activity being a
fantasy.
[0004] Video game systems have traditionally utilized a variety of
input controllers to allow a game player to interact with the game,
including, for example, joysticks, gamepads, keyboards, mice,
trackballs, touch screens, or other known controllers. By operating
such controllers, the video games allow game players to experience
activities, at least to an extent, that the game players may
otherwise be unable or incapable of taking part in.
[0005] In many instances, traditional input controllers are adapted
for use with a wide variety of video games. The use of generic
controllers is convenient, allowing a game player to use a single
controller with a wide variety of video games and simulated
activities. The use of generic input controllers may, however,
detract from the experience of a simulated activity, considering
that a generic controller may not in fact be utilized in the
activities being simulated.
[0006] One genre of video games is the music-based video game, also
referred to as rhythm-action games or rhythm games. Music-based
video games often present instructive cues for manipulation of
buttons and the like on an input controller, with the video game
providing music and increasing a game player's score if the game
player complies with the instructive cues. An additional element of
realism may be provided by use of an input controller that at some
level mimics look and feel of a musical instrument.
[0007] Video game play relies on both user operation of a
controller and video displays, however. Providing more than the
most minimal element of realism for the input controller may be
difficult without so complicating the video displays, and indeed
operation of the controller, that the video game is, for useful
purposes, unplayable.
BRIEF SUMMARY OF THE INVENTION
[0008] Aspects of the invention relate to a music-based game which
makes use of a guitar-shaped controller with parallel opposing rows
of fret buttons.
[0009] One aspect of the invention provides a non-transitory
computer readable medium including program instructions to program
a processor of a video game compute device, the program
instructions including program instructions to: command display of
notes on a display, the notes providing instructive cues to a game
player, the notes scrolling in a first plurality of lanes, the
notes including a first set of notes and a second set of notes, the
first set of notes having a first shape and the second set of notes
having a second shape different than the first shape, the notes
providing instructive cues to a game player for operation of a
second plurality of fret buttons of a guitar-shaped controller, a
number of the second plurality of fret buttons being at least twice
a number of the first plurality of lanes; determine if user inputs
from a game controller indicate game player compliance with the
instructive cues provided by the notes; and increase a score
associated with the game player if the user inputs from the game
controller indicate game player compliance with instructive cues
provided by the notes.
[0010] Another aspect of the invention provides a video game system
for a music-based video game, comprising: a video game compute
device comprising a processor programmed by program instructions to
provide for video game play of the music-based video game; and a
guitar-shaped controller having a body with a neck extending
longitudinally from the body, a strum bar providing a strum bar
input protruding from a face of the body, and a plurality of fret
buttons on the neck, the plurality of fret buttons including a
first set of fret buttons and a second set of fret buttons, each
fret button of the first set of fret buttons opposing a
corresponding fret button of the second set of fret buttons across
a plane including a line defined by a longitudinal middle of the
neck; with the program instructions including program instructions
to: command display on a display of notes moving in a plurality of
lanes, the notes providing instructive cues to a game player as to
operation of the plurality of fret buttons, the notes including a
first set of notes having a first shape and a second set of notes
having a second shape, the first set of notes providing instructive
cues to the game player to operate the first set of fret buttons,
the second set of notes providing instructive cues to the game
player to operate the second set of fret buttons, with notes of the
first set and notes of the second set each moving in each of the
plurality of lanes, each lane of the plurality of lanes being
associated with a different fret button of the first set of fret
buttons and a different fret button of the second set of fret
buttons, determine game player compliance with the instructive cues
based on inputs from the fret buttons of the guitar-shaped
controller and the strum bar input, and increase a score associated
with the game player if the game player has complied with the
instructive cues.
[0011] These and other aspects of the invention are more fully
comprehended upon review of this disclosure.
BRIEF DESCRIPTION OF THE FIGURES
[0012] FIG. 1 shows a video game system in accordance with aspects
of the invention.
[0013] FIG. 2 shows a guitar-shaped controller in accordance with
aspects of the invention.
[0014] FIG. 3 shows a screen-shot of a game display in accordance
with aspects of the invention.
[0015] FIG. 4 shows various instructive cues in accordance with
aspects of the invention.
[0016] FIG. 5 is a flow diagram of a game play process in
accordance with aspects of the invention.
[0017] FIG. 6 is a flow diagram of a process for determining
hammer-on, pull-off related displays during game play in accordance
with aspects of the invention.
DETAILED DESCRIPTION
[0018] FIG. 1 shows a game system in accordance with aspects of the
invention. The game system of FIG. 1 includes a video game compute
device 121, a display 103, and a controller 105. The video game
compute device includes internal circuitry that allows the compute
device to run a video game by executing various program
instructions related to proper execution of the video game. The
video game compute device typically includes one or more
processors, memory, and various interface circuitry, for example,
interface circuitry for coupling to a network. In some embodiments
the video game compute device is a video game console.
[0019] Instructions providing for operation during game play are
generally stored on removable media, for example, an optical disk,
although they may instead or in addition be stored on non-removable
media in various embodiments. Accordingly, the game compute device
may include an optical drive, for example, a DVD-ROM, CD-ROM,
Blu-ray drive, or similar device, for reading the instructions for
operating during game play. In other embodiments, the instructions
providing for operation during game play may be stored in a remote
server that is accessed over one or more networks. In yet other
embodiments, the instructions providing for operation during game
play may be stored on the local memory of the video game
console.
[0020] The video game console of FIG. 1 is coupled to the
controller by a wireless connection 127. In many embodiments, the
controller and video game console may be coupled by a wired
connection. In addition, the controller illustrated in FIG. 1 is in
the shape of a guitar. In various embodiments, other controllers
may instead or additionally be used, including generic controllers,
microphones, drums, drumsticks, keyboards, DJ turntables, dance
pads or mats, other guitar-shaped controllers, or controllers in
the general form of other musical instruments.
[0021] In FIG. 1, the game controller 105 is in the form of a
guitar-shaped controller. In some embodiments, the guitar-shaped
controller includes a body 113 and neck 115. Controller 105 may
further comprise various input buttons that permit the user to
interact with the video game console, such as strum bar, whammy
bar, neck input, and controller buttons. The neck 115 includes a
plurality of fret buttons. As shown in FIG. 1, the plurality of
fret buttons include a first plurality of fret buttons 117a and a
second plurality of fret buttons 117b. In the embodiment of a
guitar-shaped controller shown in FIG. 1, the first plurality of
fret buttons and the second plurality of fret buttons are arranged
linearly on opposing sides of a longitudinal midline going along a
length of the neck from the body towards a head of the end of the
neck. Considering that the guitar-shaped controller may often be
used with the length of the neck somewhat parallel to the ground,
each of the plurality of fret buttons may be considered to be a row
of fret buttons, with the first plurality of fret buttons 117a
being in an upper row and the second plurality of fret buttons 117b
being in a lower row.
[0022] In some embodiments, controller 105 may also comprise one or
more motion sensing devices, which determine the motion of the
controller and/or user, and allow the user to interact with the
video game console using physical movements. Motion sensing devices
may include, for example, one or more gyroscopes, accelerometers,
altimeters, geomagnetic sensors, magnetometers, optical or infrared
projectors and transceivers, depth-sensing cameras, global
positioning systems, thermal imaging systems, or any other similar
device that generates signals provided to the video game console
from which the video game console can determine motion of the
controller and/or user. In some embodiments, the motion sensing
device may be worn by the user. As used herein, the term "motion"
is used broadly to encompass motion, position, posture,
orientation, and location. Examples of systems incorporating
exemplary motion sensing devices include the Nintendo Wii and Wii
U, Sony PlayStation Move, and Microsoft Kinect platforms.
[0023] The video game console is in communication with a display
unit 103, generally through an audio-video cable or similar wired
connection, although a wireless connection may be used in some
embodiments. Display unit 103 is generally some television or
monitor. In many embodiments, the display unit 103 is a liquid
crystal display (LCD), light-emitting diode (LED) display, or some
other flat-panel display. In some embodiments, the display unit 203
is integrated with the video game console. The display unit
generally comprises a display screen 131 and at least one audio
output device, such as a speaker 133. In the embodiment of FIG. 1,
the display screen shows a screen shot of video game play in a
music-based video game.
[0024] In the particular screenshot of FIG. 1, the display includes
a plurality of instructive cues. The instructive cues generally
scroll across portions of the screen towards and into a predefined
area of the screen, such as a note catcher or new line (not shown
in FIG. 1). Although the screenshot of FIG. 1 shows the instructive
cues scrolling in a substantially vertical direction, the
instructive cues may scroll in any direction or along an arbitrary
path. In many embodiments, the instructive cues may represent
musical notes to be effectively played by the user, by way of
operation of the game controller, and failure to comply with the
instructive cue may be considered as equivalent to the user missing
a note during video game play. The display, in some embodiments,
may show a game scene, such as a music concert scene.
[0025] During video game play, a user is to depress or have
depressed various buttons and/or utilize a strum bar or other user
manipulable input device of the controller responsive to the
instructive cues, generally when the instructive cues reach a
predefined area of the display such as the note catcher (not shown
in FIG. 1). The note catcher, for example, represents the time at
which the user must respond to an instructive cue (e.g., a musical
note). In some embodiments, the note catcher is designed so that
the instructive cue fits into the note catcher at the right
time.
[0026] In most embodiments, the video game console evaluates the
user's performance based on the extent of the user's compliance
with the operations commanded by the instructive cues. In addition,
the video game console generally commands presentation of audio
during video game play. In most embodiments, audio of a musical
selection is provided if the user complies with the instructive
cues, and silence, which in some embodiments, may be a lack of
audio of part of the musical selection, or a sound associated with
a missed note may be provided if the user does not comply with the
instructive cues. Whether silence or a sound associated with a
missed note is provided may depend, for example, on whether the
user operates incorrect input commands or does not operate any
input device. In various embodiments, the presentation of audio may
also include audio from a crowd of the game world, with for
example, the crowd being an audience for a musical performance.
[0027] FIG. 2 provides an expanded view of the guitar-shaped
controller of FIG. 1. As previously mentioned, the guitar-shaped
controller includes a body 112, and a neck 115 extending from the
body. A strum bar 121 protrudes from a face of the body. In
operation a game player may actuate the strum bar, in a manner
similar to strumming strings of a guitar. The guitar-shaped
controller may also have other game player elements associated with
the body, for example a button input 125.
[0028] The neck of the guitar-shaped controller includes fret
buttons as game player input devices. For the guitar-shaped
controller of FIG. 2, the fret buttons include fret buttons on
either side of a longitudinal mid-line of the neck, with the neck
longitudinally extending from the body to end in a head of the
guitar-shaped controller. For the particular embodiment shown in
FIG. 2, the fret buttons include a first set of fret buttons 117a
linearly arranged on one side of the longitudinal mid-line, and a
second set of fret buttons 117b linearly arranged on another side
of the longitudinal mid-line. Considering that the guitar-shaped
controller may be held by a game player with the neck substantially
parallel to the ground, the first set of fret buttons may be
considered upper fret buttons, or an upper row of fret buttons, and
the second set of fret buttons may be considered lower fret
buttons, or a lower row of fret buttons. In some embodiments, and
as shown in FIG. 2, each fret button on one side of the
longitudinal mid-line is opposed by a corresponding fret button on
the other side of the longitudinal mid-line. In addition, in some
embodiments, and as shown in FIG. 2, the fret buttons may be
positioned about an end of the neck of the guitar-shaped
controller. In the particular embodiment of FIG. 2, each of the
rows include 3 fret buttons, for a total of 6 fret buttons on the
neck of the guitar-shaped controller.
[0029] FIG. 3 shows a screenshot of a game display in accordance
with aspects of the invention. The screenshot may be displayed, for
example, on a display device part of or associated with a video
game device, and the display may be as commanded by a processor of
the video game device. The screenshot may be displayed during game
play provided by the video game system of FIG. 1, for example.
[0030] The screenshot shows notes, which provide instructive cues
to game players, on what may be called a note highway, in which
notes scroll downward in a plurality of defined lanes. In the
screenshot of FIG. 3, a first type of note 311 is in a middle lane
of three lanes, comprised of a right lane, a middle lane, and a
left lane. A second type of note 313 is in the left lane of three
lanes. Evenly spaced timing bars 315a, 315b intersect the lanes,
with the timing bars being shown as visually similar to frets of a
guitar.
[0031] The guitar-shaped controller includes two rows of fret
buttons, with three fret buttons per row, for a total of six fret
button. Other embodiments may use still further rows of fret
buttons. The use of three lanes for the display of notes providing
instructive cues for a controller with more than three fret buttons
may potentially lead to ambiguity as to which fret buttons are to
be depressed. Accordingly, in some embodiments, different colors
and/or shapes are used to distinguish instructive cues for
different rows of fret buttons of a guitar-shaped controller. As
used herein, shape includes the form or outline of the instructive
cue and its orientation. For example, in some embodiments the first
type of note and the second type of note are distinguishable by
shape such that they have the same outline but different
orientations. In some embodiments the first type of note and the
second type of note are distinguishable by shape such that they
have different outlines. In some embodiments the first type of note
and the second type of note are distinguishable by color. And in
some embodiments the first type of note and the second type of note
are distinguishable by color and/or one or more aspects of
shape.
[0032] In the screenshot of FIG. 3, which may be used for gameplay
with a guitar having two rows of fret buttons, for example, notes
are shown as distinguished by shape (more particularly,
orientation) and color. The first type of note 311 has a plectrum
shape, with a point of the plectrum pointing upward. The second
type of note 313 also has a plectrum shape, with a point of the
plectrum facing downward. In various embodiments, the first type of
note provides an instructive cue for a game player to depress a
fret button of a first row of fret buttons, and the second type of
note provides an instructive cue for a game player to depress a
fret button of a second row of fret buttons. In some embodiments a
plectrum with what may be considered an upward orientation, for
example the first type of note 311, may provide an instruction to
depress a fret button of what may be considered an upper row of
fret buttons. Moreover, if the note is in the middle lane of three
lanes, as is the note 311, the note may be considered an
instruction to depress a middle fret button of the three fret
buttons of the upper row. In addition, the first type of note is
also primarily of a first color, while the second type of note is
primarily of a second color, and the first and second colors may
correspond to colors of fret buttons in a particular row.
[0033] FIG. 4 shows additional forms of notes which may be
displayed as instructive cues to game players in various
embodiments. A combination note 411 may be displayed to instruct a
game player to depress fret buttons from multiple rows. In some
embodiments, the combination note has a shape that is symmetrical
about a first axis, with notes providing instructions for
depression of a fret button of a particular not being symmetrical
about the first axis. In some embodiments, and as shown in FIG. 4,
the combination note has a shape that is symmetrical about two
perpendicular axis, and is generally of square shape. In addition,
the combination includes, in generally equal proportions, colors of
both of the rows of fret buttons of the guitar-shaped controller of
FIG. 2. Accordingly, the combination note, if for example in the
middle lane of three lanes, may instruct a game player to depress
middle fret buttons of both a first and a second row of fret
buttons.
[0034] A sustain note 413 may be used to instruct a game player to
continue depressing a fret button for a period of time. As shown in
FIG. 4, the sustain note includes a visible tail extending upward
along the note highway. In most embodiments a length of the tail
corresponds to a length of a period of time in which the fret
button should be maintained in a depressed state. Other symbols of
or associated with notes may also be used to convey to game players
other game play information, information that is not providing
instructions as to controller operation. For example, an additional
icon, for example in the form of a lightning bolt, may be displayed
with a note 415 to indicate that a game player has reached a
particular game play milestone, for example an unbroken streak of
correct compliance with a predefined number of instructive cues.
Similarly, if a particular note provides additional benefits, such
as a note that may convey special powers, that note may display an
additional icon. An example of such an icon is shown as associated
with a hero note 417, in which an H icon is shown with the
note.
[0035] FIG. 5 is a flow diagram of a process of displaying various
notes and processing user's inputs during video game play in
accordance with aspects of the invention. In most embodiments, the
process is performed by a video game compute device. In some
embodiments the process is performed, at least in part, by a
processor of a video game device. In some embodiments the video
game device is a video game console. In some embodiments the
process may be performed using video game controller inputs. In
some embodiments, the video game controller, for example, is a
guitar shaped video game controller that generates an input signal
based on the manner in which the video game controller is operated.
In some embodiments, the guitar shaped video game controller
includes a guitar body with a neck extending from the body. The
guitar neck may include a plurality of fret buttons arranged in
groups in parallel to one another. In some embodiments each of the
parallel groups are arranged linearly along a longitudinal length
of the neck, with the buttons for example arranged in upper and
lower rows along the guitar neck.
[0036] In block 511, the process determines a note type. A note is
indicative of an action to be performed by a game player, and, when
displayed may be considered an instructive cue. A note generally
falls within one of a plurality of note types, which may include,
for example, an upper row note, a lower row note, or a combination
of both upper and lower row notes. An upper row note type, for
example, may correspond to an instruction to depress one or more of
a plurality of upper row fret buttons on the neck of the video game
controller. A lower row note type, for example, may correspond to
an instruction to depress one or more of a plurality of lower row
fret buttons on the neck of the video game controller. If the note
type is determined to be an upper row note type, the process
continues to block 513. If the note type is determined to be a
lower row note type, the process continues to block 515. If the
note type is determined to be a combination of both upper and lower
row note types, the process continues to block 517.
[0037] In blocks 513, 515, and 517, the process maps the note type
to a particular instructive cue. Properties of the note may
include, for example, shape, size, position, orientation, and
color.
[0038] In block 513, the upper row note type is mapped, for
example, to a plectrum shaped instructive cue with an upward
orientation. In some embodiments, a color of the upwardly oriented
plectrum shaped instructive cue corresponds to a color associated
with a fret button to be depressed. In some embodiments each fret
button of a particular row has the same color. In some embodiments
the upper row of fret buttons is the color black, and the color of
the upwardly oriented plectrum shaped instructive cue is black, or
primarily black. The process then continues to block 519.
[0039] In block 515, the lower row note type is mapped, for
example, to a plectrum shaped instructive cue with a downward
orientation. In some embodiments, a color of the downwardly
oriented plectrum shaped instructive cue corresponds to a color
associated with a fret button to be depressed. In some embodiments
each fret button of a particular row has the same color. In some
embodiments the upper row of fret buttons is the color white, and
the color of the downwardly oriented plectrum shaped instructive
cue is white, or primarily white. The process then continues to
block 519.
[0040] In block 517, the combination of both upper and lower row
note types is mapped, for example, to a square shaped instructive
cue. In some embodiments, a color of the square shaped instructive
cue is a combination of black and white, for example such that the
upper half of the instructive cue is primarily black and the lower
half of the instructive cue is primarily white. However, in various
embodiment the instructive cue can be any shape and any combination
of one or more plurality of colors. The process then continues to
block 519.
[0041] In block 519, the process commands display of or displays
the notes in the form of instructive cues. In many embodiments, the
video game device executes instructions to display the notes on a
display device, for example a television or monitor, that is
connected to the video game console. The notes may be displayed on
a note highway, which may include a plurality of lanes. In some
embodiments, each of the notes may be positioned on the left or
right lane of the note highway. In some embodiments, each of the
notes may also be positioned on a middle lane that is between the
left and right lanes of the note highway. Each of the notes
appearing on the note highway, for example, represent an
instruction for a game player to depress a fret button on the video
game controller. When the note reaches the bottom of the note
highway, for example, a game player is to actuate a strum bar of
the controller while with the fret button depressed.
[0042] In block 521, the process processes user inputs. The user
inputs stem from the input signals generated by the video game
controller as mentioned above. For example, during game play, a
game player is to respond to a particular note on the note highway
within a particular time. In some embodiments, a catcher represents
the time at which the game player is to respond to a note, for
example when the note reaches a displayed position of the catcher.
In some embodiments, the catcher is a transparent, square shaped
element that is generally larger than the note. The game player
may, for example, respond to the note by pressing a fret button(s)
on the video game controller. Upon pressing the fret button(s), an
input signal containing user's input is generated from the video
game controller. In some embodiments, the processor of the video
game device receives the input signal, processes the user's input
from the input signal, and performs a particular operation based on
the user's input. In some embodiments, an operation can be
providing the game player with feedback about which fret button(s)
he/she is currently pressing. Another operation, for example, can
be when the game player holds down the fret button(s) from the
video game controller, a corresponding note(s) appears at the
catcher. In some embodiments, when the game player actuates the
strum bar, there is a flash at the catcher.
[0043] In some embodiments, the flash at the catcher is white if
the strum is at the right time. In some embodiments, the flash at
the catcher is red if the strum is not at the right time. The
process then continues to block 523.
[0044] In block 523, the process updates scores. Extent of user
compliance with the instructive cues provided by the notes may be
used to provide a score for each user. In some embodiments, game
play may continue until a game player is unable to comply with a
set of instructive cues. In some embodiments, scores are added when
the game player presses the fret button(s) at the right time. In
some embodiments, scores are added when the flash at the catcher is
white. The process then continues to block 525.
[0045] In block 525, the process determines whether to exit the
note input mapping and user input processing. In some embodiments
the process exits upon completion of game play. If the process
determines to remain in the note input mapping and user input
processing, the process returns to block 511, and video game play
continues. If, instead, the process determines to exit, the process
returns.
[0046] FIG. 6 is a flow diagram of a process of determining where
links in a HOPO chain should be drawn. In most embodiments, the
process is performed by a video game device. In some embodiments
the process is performed by a processor of a video game device, for
example in accordance with program instructions stored in memory of
the video game device.
[0047] In block 611, the process determines if a note is a
hammer-on, pull-off (HOPO) note. In some embodiments a HOPO note
indicates to a game player that one or more fret buttons are to be
depressed, but that activation of a strum bar is not instructed,
other than for a first note of a sequence of HOPO notes for which
instructive cues are complied with. In some embodiments, the HOPO
note is plectrum shaped with an upward or downward orientation. The
HOPO note, for example, may be black or white, but it can be any
color. In some embodiments, the HOPO note is identified by a bright
halo effect around the note, and/or by being visually connected to
other HOPO notes, for example by a HOPO chain. The bright halo
effect may be white, but it also can be any color. The HOPO chain,
for example, may be represented by squiggly lines. However, the
HOPO chain does not have to be squiggly, but instead, it can be a
straight link between pairs of HOPO notes. If the note is a HOPO
note, the process continues to block 615. Otherwise, the process
continues to block 613.
[0048] In block 613, the process determines that the note is not a
HOPO, and thus, does not draw a link between a pair of notes. For
example, each note of the pair of notes may be displayed
individually on a note highway without a line connecting the pair
of notes together.
[0049] In block 615, the process determines if a previous note has
a sustain trail. A sustain, for example, may be a note for which a
game player must continue to hold a relevant fret button on the
video game controller for an extended time after strumming, with
the sustain trail extending from the note and indicating the
extended time during which the fret button is to remain depressed.
If the previous note has the sustain trail, the process continues
to block 617. Otherwise, the process continues to block 619.
[0050] In block 617, the process draws a link from the end of the
sustain trail of the previous note to the current note. In some
embodiments, the link is a straight line from the end of the
sustain trail to the current note. However, in some embodiments,
the link is not a straight line.
[0051] In block 619, the process draws a link from the previous
note to the current note. The link, for example, may be a straight
line but again, in some embodiments, the link may not be a straight
line.
[0052] In block 621, the process determines if the previous note
has been hit, namely that the game player has complied with the
instructive cue provided by the note. In some embodiments, the
previous note has been hit if the game player timely responds to
the previous note by pressing a fret button on the video game
controller. In some embodiments, the previous note has been hit if
the game player actuates the strum bar of a game controller while
having appropriate fret buttons in a depressed state. If the
previous note has been hit, the process continues to block 625.
Otherwise, the process continues to block 623.
[0053] In block 623, the process determines if the previous note is
an active HOPO note. A HOPO note is active, for example, when the
note is in a HOPO chain and the game player has hit all prior HOPO
notes in the chain since a last successful strum of a HOPO note in
the chain. If the previous note is an active HOPO, the process
continues to block 625. Otherwise, the process continues to block
629.
[0054] In block 625, the process determines if there is a miss or
bad input since hitting the previous note. In some embodiments, the
miss or bad input may be a failure to comply with an instructive
cue by the game player. If there is a miss or bad input since
hitting the previous note, the process continues to block 629.
Otherwise, the process continues to block 627.
[0055] In block 627, the process determines that the current note
is an active HOPO note and draws an active link between the
previous and the current notes. The active link, for example, may
be a bright effect around a link between a pair of HOPOs. In some
embodiments, the link is a squiggly HOPO chain, but in other
embodiments, it can be a straight HOPO chain. The bright effect
around the link is preferably white, but in some embodiments, it
can be any color.
[0056] In block 629, the process determines that the current note
is an inactive HOPO and draws an inactive link between the previous
and the current notes. The inactive link, for example, may be a
gray colored line without the bright effect around the link. Again,
in some embodiments, the inactive link can be any color. The
process thereafter returns.
[0057] Although the invention has been discussed with respect to
various embodiments, it should be recognized that the invention
comprises the novel and non-obvious claims supported by this
disclosure.
* * * * *